cvar_t crosshair_flashspeed = {CVAR_SAVE, "crosshair_flashspeed", "2"};
cvar_t crosshair_flashrange = {CVAR_SAVE, "crosshair_flashrange", "0.1"};
cvar_t crosshair_size = {CVAR_SAVE, "crosshair_size", "1"};
-cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "0"};
+cvar_t crosshair_static = {CVAR_SAVE, "crosshair_static", "1"};
// must match NUMCROSSHAIRS in gl_draw.c
#define NUMCROSSHAIRS 5
-static qbyte *crosshairtexdata[NUMCROSSHAIRS] =
-{
- "................"
- "................"
- "................"
- "...33......33..."
- "...355....553..."
- "....577..775...."
- ".....77..77....."
- "................"
- "................"
- ".....77..77....."
- "....577..775...."
- "...355....553..."
- "...33......33..."
- "................"
- "................"
- "................"
- ,
- "................"
- "................"
- "................"
- "...3........3..."
- "....5......5...."
- ".....7....7....."
- "......7..7......"
- "................"
- "................"
- "......7..7......"
- ".....7....7....."
- "....5......5...."
- "...3........3..."
- "................"
- "................"
- "................"
- ,
- "................"
- ".......77......."
- ".......77......."
- "................"
- "................"
- ".......44......."
- ".......44......."
- ".77..44..44..77."
- ".77..44..44..77."
- ".......44......."
- ".......44......."
- "................"
- ".......77......."
- ".......77......."
- "................"
- "................"
- ,
- "................"
- "................"
- "................"
- "................"
- "................"
- "................"
- "................"
- "................"
- "........7777777."
- "........752....."
- "........72......"
- "........7......."
- "........7......."
- "........7......."
- "................"
- "................"
- ,
- "................"
- "................"
- "................"
- "................"
- "................"
- "........7......."
- "................"
- "........4......."
- ".....7.4.4.7...."
- "........4......."
- "................"
- "........7......."
- "................"
- "................"
- "................"
- "................"
-};
-
-rtexturepool_t *crosshairtexturepool;
-rtexture_t *crosshairtexture[NUMCROSSHAIRS];
-
-void r_crosshairs_start(void)
-{
- int num;
- int i;
- char *in;
- qbyte data[16*16][4];
- crosshairtexturepool = R_AllocTexturePool();
- for (num = 0;num < 5;num++)
- {
- in = crosshairtexdata[num];
- for (i = 0;i < 16*16;i++)
- {
- if (in[i] == '.')
- {
- data[i][0] = 255;
- data[i][1] = 255;
- data[i][2] = 255;
- data[i][3] = 0;
- }
- else
- {
- data[i][0] = 255;
- data[i][1] = 255;
- data[i][2] = 255;
- data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
- }
- }
- crosshairtexture[num] = R_LoadTexture(crosshairtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
- }
-}
-
-void r_crosshairs_shutdown(void)
-{
- R_FreeTexturePool(&crosshairtexturepool);
-}
-
-void r_crosshairs_newmap(void)
-{
-}
-
void R_Crosshairs_Init(void)
{
Cvar_RegisterVariable(&crosshair_brightness);
Cvar_RegisterVariable(&crosshair_flashrange);
Cvar_RegisterVariable(&crosshair_size);
Cvar_RegisterVariable(&crosshair_static);
- R_RegisterModule("R_Crosshair", r_crosshairs_start, r_crosshairs_shutdown, r_crosshairs_newmap);
}
-void R_DrawCrosshairSprite(rtexture_t *texture, vec3_t origin, vec_t scale, float cr, float cg, float cb, float ca)
+void R_GetCrosshairColor(float *out)
{
- rmeshbufferinfo_t m;
- float diff[3];
-
- if (fogenabled)
- {
- VectorSubtract(origin, r_origin, diff);
- ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
- }
-
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.depthdisable = true;
- m.numtriangles = 2;
- m.numverts = 4;
- m.tex[0] = R_GetTexture(texture);
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- m.index[0] = 0;
- m.index[1] = 1;
- m.index[2] = 2;
- m.index[3] = 0;
- m.index[4] = 2;
- m.index[5] = 3;
- m.color[0] = m.color[4] = m.color[8] = m.color[12] = cr * m.colorscale;
- m.color[1] = m.color[5] = m.color[9] = m.color[13] = cg * m.colorscale;
- m.color[2] = m.color[6] = m.color[10] = m.color[14] = cb * m.colorscale;
- m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca;
- m.texcoords[0][0] = 0;
- m.texcoords[0][1] = 0;
- m.texcoords[0][2] = 0;
- m.texcoords[0][3] = 1;
- m.texcoords[0][4] = 1;
- m.texcoords[0][5] = 1;
- m.texcoords[0][6] = 1;
- m.texcoords[0][7] = 0;
- m.vertex[0] = origin[0] - vright[0] * scale - vup[0] * scale;
- m.vertex[1] = origin[1] - vright[1] * scale - vup[1] * scale;
- m.vertex[2] = origin[2] - vright[2] * scale - vup[2] * scale;
- m.vertex[4] = origin[0] - vright[0] * scale + vup[0] * scale;
- m.vertex[5] = origin[1] - vright[1] * scale + vup[1] * scale;
- m.vertex[6] = origin[2] - vright[2] * scale + vup[2] * scale;
- m.vertex[8] = origin[0] + vright[0] * scale + vup[0] * scale;
- m.vertex[9] = origin[1] + vright[1] * scale + vup[1] * scale;
- m.vertex[10] = origin[2] + vright[2] * scale + vup[2] * scale;
- m.vertex[12] = origin[0] + vright[0] * scale - vup[0] * scale;
- m.vertex[13] = origin[1] + vright[1] * scale - vup[1] * scale;
- m.vertex[14] = origin[2] + vright[2] * scale - vup[2] * scale;
- R_Mesh_Render();
- }
-}
-
-void R_DrawCrosshair(void)
-{
- int i, num;
+ int i;
qbyte *color;
float scale, base;
- vec3_t v1, v2, spriteorigin;
- vec_t spritescale;
- float cr, cg, cb, ca;
- num = crosshair.integer - 1;
- if (num < 0 || cl.intermission)
- return;
- if (num >= NUMCROSSHAIRS)
- num = 0;
if (cl.viewentity >= 1 && cl.viewentity <= cl.maxclients)
{
i = (cl.scores[cl.viewentity-1].colors & 0xF) << 4;
}
else
i = 15;
- color = (qbyte *) &d_8to24table[i];
+ color = (qbyte *) &palette_complete[i];
if (crosshair_flashspeed.value >= 0.01f)
base = (sin(realtime * crosshair_flashspeed.value * (M_PI*2.0f)) * crosshair_flashrange.value);
else
base = 0.0f;
scale = crosshair_brightness.value * (1.0f / 255.0f);
+ out[0] = color[0] * scale + base;
+ out[1] = color[1] * scale + base;
+ out[2] = color[2] * scale + base;
+ out[3] = crosshair_alpha.value;
+
+ // clamp the colors and alpha
+ out[0] = bound(0, out[0], 1);
+ out[1] = bound(0, out[1], 1);
+ out[2] = bound(0, out[2], 1);
+ out[3] = bound(0, out[3], 1.0f);
+}
+void R_DrawWorldCrosshair(void)
+{
+ int num;
+ cachepic_t *pic;
+ vec3_t v1, v2, spriteorigin;
+ vec_t spritescale;
+ vec4_t color;
+ trace_t trace;
+ if (r_letterbox.value)
+ return;
if (crosshair_static.integer)
- {
- char *picname;
- cachepic_t *pic;
+ return;
+ num = crosshair.integer;
+ if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
+ return;
+ if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+ return;
+ pic = Draw_CachePic(va("gfx/crosshair%i.tga", num), true);
+ if (!pic)
+ return;
+ R_GetCrosshairColor(color);
+
+ // trace the shot path up to a certain distance
+ VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
+ v1[2] += 16; // HACK: this depends on the QC
+
+ // get the forward vector for the gun (not the view)
+ AngleVectors(cl.viewangles, v2, NULL, NULL);
+ //VectorCopy(r_vieworigin, v1);
+ VectorMA(v1, 8192, v2, v2);
+ trace = CL_TraceBox(v1, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+ spritescale = trace.fraction * (8192.0f / 40.0f) * crosshair_size.value;
+ VectorCopy(trace.endpos, spriteorigin);
+
+ // draw the sprite
+ R_DrawSprite(GL_SRC_ALPHA, GL_ONE, pic->tex, true, spriteorigin, r_viewright, r_viewup, spritescale, -spritescale, -spritescale, spritescale, color[0], color[1], color[2], color[3]);
+}
- picname = va("gfx/crosshair%i.tga", num + 1);
- pic = Draw_CachePic(picname);
- if (pic)
- DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, picname, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0] * scale + base, color[1] * scale + base, color[2] * scale + base, crosshair_alpha.value, 0);
- }
- else
+void R_Draw2DCrosshair(void)
+{
+ int num;
+ cachepic_t *pic;
+ vec4_t color;
+ if (r_letterbox.value)
+ return;
+ if (!crosshair_static.integer)
+ return;
+ num = crosshair.integer;
+ if (num < 1 || num > NUMCROSSHAIRS || cl.intermission)
+ return;
+ if (!cl.viewentity || !cl_entities[cl.viewentity].state_current.active)
+ return;
+ pic = Draw_CachePic(va("gfx/crosshair%i.tga", num), true);
+ if (pic)
{
- // trace the shot path up to a certain distance
- VectorCopy(cl_entities[cl.viewentity].render.origin, v1);
- v1[2] += 16; // HACK: this depends on the QC
- // get the forward vector for the gun (not the view)
- AngleVectors(cl.viewangles, v2, NULL, NULL);
- //VectorCopy(r_origin, v1);
- VectorMA(v1, 8192, v2, v2);
- spritescale = 4.0f + (CL_TraceLine(v1, v2, spriteorigin, NULL, 0, true) * 8192.0f) * (1.0f / 48.0f);
- spritescale = bound(0.0f, spritescale, 32.0f);
- //VectorMA(spriteorigin, -4, vpn, spriteorigin);
-
- cr = color[0] * scale + base;
- cg = color[1] * scale + base;
- cb = color[2] * scale + base;
- ca = crosshair_alpha.value;
-
- // clamp the colors so they don't go negative
- cr = max(0, cr);
- cg = max(0, cg);
- cb = max(0, cb);
- // might as well clamp the alpha
- ca = bound(0, ca, 1.0f);
-
- // finally draw the sprite
- R_DrawCrosshairSprite(crosshairtexture[num], spriteorigin, spritescale, cr, cg, cb, ca);
+ R_GetCrosshairColor(color);
+ DrawQ_Pic((vid.conwidth - pic->width * crosshair_size.value) * 0.5f, (vid.conheight - pic->height * crosshair_size.value) * 0.5f, pic->name, pic->width * crosshair_size.value, pic->height * crosshair_size.value, color[0], color[1], color[2], color[3], 0);
}
}
+
+